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Diogo Ribeiro

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Posts posted by Diogo Ribeiro

  1. ^The problem with that is that Joe Schmoe, while not replaying all options, will think highly of the game because there are various options, regardless of them leading everywhere. BG2's hype derives precisely from that. Its even more of a problem when reviewers fall into the same deathtrap. I still find it amusing how even to this day, i can find me some rabid fans of BG2 who are oblivious to the fact that most dialogue choices lead to the same answers; yet they have no problem saying it has great roleplaying and replayability levels. :(

  2. Would we need and play another D&D game? Gold Box games, Planescape, Icewind Dale, Baldur's Gate and Temple of Elemental Evil are well enough (and good enough).

     

    Even if Obsidian would invest in D&D what would they go with? Three of the more interesting settings - Ravenloft, Planescape and Dark Sun - are no longer supported and have been discontinued. I refuse to play another game set in the Forgotten Realms :angry:

  3. I'm not looking for some argument on what you perceive as the intention of my post.

     

    Neither am I, so I dont' see a point to stating it :huh:

     

    If you design a game for the hardcore community, you won't have a financial success.

     

    While i'm not defending the creation of a game which is strictly for the "hardcore community" (whoever they are, if they exist at all), I'd have to question what you consider to be a financial success, in regards to a title made, and sold for, so-called hardcore community. Titles like Jagged Alliance 2, Silent Storm, Escape Velocity: Nova, and Geneforge 1 and 2, just to name a few, were successful enough on a commercial level as to warrant expansion packs for them - and expansions are usually based on amount of sales for the original games (meaning, its harder to finance a game which doesn't show enough interest for it to be invested on). No, they didn't make MILLIONS OF BLING BLING, but they had financial success, no doubt. Not forgetting associated critical acclaim.

  4. So out of my admittedly lengthy post that's what you ask?

     

    Thats what I felt like taking from your post and discuss. You can always bring up something else, or give guidelines for people so they know what you them to take from your posts and explore.

     

    The vast majority of people who buy games aren't looking for a precise modelling of real life.

     

    No, but they're looking for gameplay. If a game is more involved, that doesn't make it a more precise modelling of real life (then again, simulating real life is an exageration; more depth to gameplay doesn't mean the game will make you live your everyday life and all its elements, so that analogy is somewhat false); it makes the game more replayable by having extras. People already replay games with very little replayability; adding extra options that might only be seen if the game is replayed is grounds for more fun replays. Involved doesn't equal a lengthly, or, like you implied, tedious game. A game can be fairly linear but still present a form of open-endness to it. Deus Ex is an extremely linear game, however, the approach you can take to most problems, coupled with two somewhat distinct skill systems, makes it highly replayable. You can play a game as you want, neglecting other gameplay options if you find them tedious. However claiming more options or more depth = tedium seems not only farfetched, but also too self-centered.

  5. just looking at the fable forums, it looks like its an xbox exclusive. but the developer is thinking about a PC release. probably much like halo then.

     

    and STALKER is an RPG in FPS clothing. think Dues Ex crossed with Half-Life. there is a huge interveiw with GCS in an Australian mag (PC Powerplay if anyone cares), there are subquests, a huge plot, crates ( :p ), and of course the option to not do the quest at all. i'm too lazy to sum up the article, but it seems to be a FPRPG

    No, just no. Its a standard FPS with some RPG elements. RPG elements alone don't make a game an RPG. The devs have stated it won't have character skills, or statistics, which are essential to an RPG. They're of the mindset that Doom = RPG.

  6. So in the end, I guess it depends on the game and what you are trying to emphasize. When the focus of the game is 'you', I think dropping the camera adds +1 to Immersion checks. I think you need the ability to 'free look' in 3rd person as well, especially if you have frequent height changes. When the focus is the 'party', iso allows you more management of your virtual minions.

    Curious. The other day I was discussing the new newsbit released about Thief 3. Apparently it will include 1st and 3rd person perspectives simultaenously. I dislike the concept. Thief was always a game which operated well with 1st person. It had the benefit of a) allowing for a deeper immersion because of the PoV, and B) Thief is a stealth game, based on player's adaptation of shadowy environments around them, and used to explore, or escape. If you want to know if there is something ahead, you go trough an alternate route that enables you to see it, or deploy some form of spy drone, or use some bait tactics like sound to see if there are guards who will enter some search mode. But with 3rd person, it will quite likely remove the underlying gameplay concept, since it appears you can just toggle the camera from 1st to 3rd, rotate it, and see what's in the other side. Wheres the skill in that?

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